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Yunita has long brown hair tied in a ponytail, with French braids on her temples and two locks of hair loose by her ears. She wears a breastplate over a red dress with a pleated skirt and tan trousers. She also has tall leather gauntlets and boots--in her in-game appearance, these are brown, but other artwork colors them white. While the artwork shows her with full torso armor (including on her arms), her character model only has a breastplate and pauldrons with a brown shirt underneath.

Although she is a good fighter and a loyal knight, Yunita often lacks confidence in the face of difficulties. This is compounded by the fact that the other party members, treat her poorly in the first stages of the game. With Aire berating her for being an inadequate bodyguard while Brandt and Jusqua leave her behind in their travels, Yunita falls into despair and believes herself unworthy to join the others. She can also be somewhat naive in areas outside of soldiery, allowing con artists to trick her easily.

Nevertheless, Yunita remains loyal and holds to her determination to protect Aire and save Horne. Though she is nervous when it comes to her role in Brandt's group, she eventually gains more confidence in herself through traveling on her own. Even though she doubts her abilities, she remains determined to at least try and carry out her duties. Yunita can be overprotective, which can annoy the party members, although she manages to improve. She also appears to have a crush on Krinjh, much to Brandt's irritation.

Yunita first meets Brandt and Jusqua in the Witch's Mansion. She is the only soldier remaining from the squad sent to rescue Princess Aire and is about to be defeated herself when the boys find her and help. Together they save Aire, but berates them, Yunita in particular, for failing to rescue her sooner. After the four of them them defeat Louhi, the Crystal names them the Heroes of Light, granting them Crowns and entreating them to fight the darkness that threatens the world.

When they return to Horne, they find that the population has been turned to stone. After going to the castle in search of King Horne, who has vanished, a representative from the Committee of Baneful Magicking offers to take the party to Liberte. Yunita and Brandt decide to find a cure on their own and decline. When Jusqua chooses Liberte, Yunita tells him to bring Aire for her safety.

Yunita fighting Louhi.

Yunita and Brandt decide to head to Guera because of its reputation for magic. The pair gets lost in the desert but they soon meet Krinjh, who takes them to the Moonlight Tower for the Merkmal that will allow them to enter the kingdom. They meet with King Guera and he offers to help them with the curse in exchange for defeating the Sand Devil, a monster that has kept the citizens trapped in town for years.

Yunita, Brandt, and Krinjh go to the Quicksand Castle and carry out the task. The Sand Devil reveals herself as Ariadne, Krinjh's former lover. Krinjh dies alongside her after telling Yunita and Brandt to seek a cure in Arbor. They return to town but are unable to meet with the King. Brandt abandons Yunita that night and makes for Arbor by himself.

Alone, Yunita decides to try the merchant city of Urbeth, but the cutthroat townspeople soon con her out of everything down to the clothes on her back. Thoroughly disheartened by Brandt's departure and her inability to save her home, Yunita becomes one of the vagrants wandering the square. Jusqua finds her after he arrives independently, looking to lift a curse on a cat he believes is Aire. Though he is initially put off by her self-pity, he eventually asks her to join him just before the town is attacked by monsters, which had been sold as "protective puppets" by a sorcerer. They save the town, and Thauzand gives them a ship in thanks. Yunita and Jusqua agree to follow the sorcerer to Invidia, but Yunita is left behind at the inn again.

Yunita and Aire.

Since the floating island Spelvia is over town, Yunita decides to go there and ask the legendary hero Rolan to help her save Horne. She trades a chunk of Mythril to Mylion in exchange for Rainbow Boots and climbs the Tower to the Sky to the Spelvia Dungeons. There, she is reunited with Aire and agrees to be more of a friend than a bodyguard, while Aire apologizes for her earlier behavior. The two arrive in Spelvia but find it completely hostile. The golems attack humans on sight because Rolan now has intense hatred for human selfishness and greed. He rejects Yunita and Aire, but talking with the Witch of the Sky and Spelvia's goats reveals that Rolan has been infected with darkness. The pair ventures into his soul and meet an incarnation of Rolan's light, who joins them to try and save himself.

Together they defeat the monsters that were controlling Rolan, but in the process they release the darkness within him. Upon returning to Spelvia, Yunita and Aire are reunited with Brandt and Jusqua. The party goes to Rolan's chamber and are forced to fight him; post-battle, however, Yunita and the others realize that they have released darkness throughout the world, effectively sending it back in time. Furthermore, Chaos is the one trying to flood the world in darkness. To stop this, the group now has to to collect the legendary weapons of light. They resolve to fight together, having realized their mistakes and overcome their flaws.

Being sent back in time proves helpful to Yunita and the others, as they discover that the servants of Chaos corrupted the different kingdom to their state in the present. Using their knowledge of things to come, Yunita and the others defeat each demon. The rulers, in gratitude, grant them the weapons they need. They succeed in saving Rolan this time and stop Satan, disguised as King Horne, from making the contract with Louhi. This prevents the curse from ever happening.

Upon Satan's defeat, the Star Chamber opens and begins spreading darkness. Yunita and the others enter and defeat Chaos, which eradicates the power of darkness from the world. The party is sent back to their own time, but their interference in the past means that much of the problems they encountered early in their journey no longer exist.

At the end of the game, Yunita returns to Horne with the others and tells King Horne about Aire being a brave warrior. Aire decides she doesn't want to stay in Horne and be a princess, but instead continue to protect the world as a Hero of Light. Yunita accompanies Aire and the others, aware of their destiny as the protectors of their world.

Yunita has the highest Spirit growth of the group and has fair Strength and Intellect. As her Spirit stat is high, Yunita is perfect for using the White Mage and Sagecrowns. Her Strength and Intellect stats are equal, so she serves well as both a physical or magical damage-dealer, or for both with crowns such as Spell Fencer.